jhzero1984
Limp Gawd
- Joined
- May 6, 2003
- Messages
- 235
I've been waiting for something like this come along for a decade. Someone needs to invent a time machine so I can travel to 2014 to play this game
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Wow, super excited for this. Only thing I'm not crazy about is the 'pew pew' lasers, always been more a fan of projectile weapons like vulcan and railguns...
Almost guaranteed to be a selection of projectile weapons.
I can't think of a Chris Roberts game that didn't have projectile weapons.
Here's a video from GDC I didn't see, has a few things the annoucement/Gametrailers video didn't have, such as showing the ship firing missiles/lasers.
http://www.youtube.com/watch?v=7vhRQPhL1YU&hd=1&t=24m8s
Yes, its gonna happen! Have you guys kept up with the kickstarter that begun a few days ago?
It's at $348,000 out of $500,000 right now, and has 28 days left. This is great news! So excited!
I thought they said they raised $1M a while back...? What's this $500K for?
So it looks like for $30 on Kickstarter you get alpha + beta access. Better get that for my $30 on the original pledge...
They still have not refunded my money for the botched pledge, either.
Long video. Are there any parts that detail weapon systems? Will it be missile based? How will tracking/scanning and ECM work? Will parts of the cockpit be click-able and interactive?
RSI said:Core Concept
We want to build a huge sandbox that allows the players to explore in whatever capacity they want.
The core concept of Star Citizen is that its a destination, not a one-off story. Its a complete universe where any number of stories can take place. Players will have the opportunity to decide their own game experience. Pick up jobs as a smuggler, pirate, merchant, bounty hunter, or soldier. Its a universe weve always wanted to create. We want to build a huge sandbox with a complex and deep lore that allows the players to explore in whatever capacity they want.
Physics
the physics in the game are dynamic and procedural
One of the most exciting things is the capacity for true Newtonian physics. We have also designed the ships with a Fly-By-Wire system similar to an F35. In short, the computer will make the physical calculations in order to pull off what you want to do. The ships computer takes your input on the joystick, throttle and pedals, crunches it into the necessary vectors and velocities needed to achieve it then utilizes the appropriate thrusters and engine to execute it. The idea is that the ships computer is simplifying things because its just too complicated for you to figure it all out on your own. This means that the physics in the game are dynamic and procedural and not script or data-driven. Its a full flight dynamic system that will work for bigger ship as well as the smaller ships.
Level of Detail
Being on a PC allows us to create the world in a greater level of detail and fidelity than we could on a console platform. We want it to be open and not be bound to legacy technology of consoles or their revenue models. For example, most AAA games use about 10,000 polygons for their lead characters. We are using over 100,000 polygons for ours, allowing you to see such details wires, the equipment, even creases in their clothing which all contributes to the immersion of the player. It also allows you to find the same level of detail carry over from a character (1.8meters in size) to a fighter (27 meters) even up to a carrier (1 kilometer in size.) All without a load screen or loss of visual fidelity.
Will there be story updates or expansions?
Were going to be constantly updating the universe from our end. Im not interested in having yearly updates. We will have a team of people adding content on a weekly or bi-weekly basis. So well be always adding data, stories, and campaigns as well as reacting to what the players are doing.
So the universe will change based on what the players do. They can also become a part of the history of the universe. Say theres a player whos an explorer, if they find a space anomaly and successfully navigate it, which is not easy to do. If theyve recorded the Nav-Data of their jump, theyll be able to sell it for a great profit to a space company and theyll have the system and jump-point named after them.
The goal of Star Citizen is build a living, breathing universe that is its own entity. It will be a constantly shifting and evolving place for people to go and escape to.
Can you tell me about the different ships?
Were working on concept art right now that will show you the different levels of ships! For now, imagine the sort of ship advancement you encounered in Privateer or Freelancer, with the Aurora being the basic ship and others being improved or more specialized craft. The top-of-the-line ship in our pledge campaign is the RSI Constellation, which is a multi-person craft that includes a turret and a smaller fighter that can be manned by your friends!
Why Direct And No Publisher?
Publishers are useful in the old physical distribution world, but the Internet is the great equalizer. Notch didnt need a publisher to reach 20-million Minecraft fans. Riot games didnt need a publisher to reach 30-million League of Legends players, and Wargaming.net didnt need a publisher to reach 20-million World of Tanks gamers. If we were building a big AAA console game it would be crazy to try without a publisher. But we want to build a PC game and publishers increase costs because of their need to recoup their sizable overhead cost. We want to make sure all the money raised goes directly to the development of the game. So were throwing ourselves on the mercy of the PC gamers out there that share our vision and passion for the platform and the space combat genre to raise money outside of the cartel of traditional publishers. The game will cost less, be more creatively pure, and, most importantly, be built for the real core audience not some corporate suit worried about including all the casual gamers.
Can you estimate the system requirements for Star Citizen?
There will be a lot of optimization in the next 24-months, plus the usual fast pace of technology, so it is hard to say absolutely. At the moment you will be able to play it on a dual core PC with a GTX 460 or greater and 4GB of system memory. If youre running an i7 2500, 2600, 2700 or better with a GTX 670 or greater then the stars are the limit! Since the game is built on CryEngine, their system requirements will stay roughly the same as ours.
Aaaand that's why I don't do this stuff. I'm glad they're getting support, but I can wait for the game to come out, if it ever does.
So it looks like for $30 on Kickstarter you get alpha + beta access. Better get that for my $30 on the original pledge...
They still have not refunded my money for the botched pledge, either.
It says very clearly:
"*Exclusive access to the Alpha and Beta " on the RSI site for the 30$ "First responder" pledge (which is now sold out).
What's up with the spinning fans on the fighters? Kinda annoys me.
But on-topic... I'm going to back the shit out of this game.
They're for allowing air into the cockpit for comfort...in a space sim...in outerspace....hey, wtf?
I was wondering the same thing. WTF are fans doing on the front, or anywhere, on a space craft?
Regardless, this is the game I've always wanted. I just wish the Kilrathi could make a guest appearance..maybe as the Rathi-kil? ;-)
Sandbox? Meh....if it doesn't have decent single player campaign, like Starlancer or Freespace 2 then all this expanded universe means nothing to me. I want proper SP campaign, with scale and magnitude, like that epic fight between two colossus ships in Freespace 2... And not be forced to ferry ore for three weeks before I can change systems and upgrade the piece of junk I'm flying
Roberts Space Industries said:Squadron 42
The project also includes Squadron 42, a single player campaign that takes place within the Star Citizen universe. Able to be played off-line or with friends, you essentially sign up to fly for the UEE fleet, manning the front lines, protecting settlements from Vanduul warbands. If you prove yourself, you might get asked to join the legendary 42nd Squadron. Set up like the French Foreign Legion, they can always be found in the toughest war zones and always manage to come out on top. Once you complete your tour however, you re-enter the persistent Star Citizen universe with some money in your pocket and Citizenship to find your way.
This is better in my opinion. A campaign seamlessly integrated into the multiplayer universe, which then positively affects your multiplayer character. That's awesome.
Backers
$474,345 pledged of $500,000 goal
27
days to go
It's gonna happen. Excited
They're for allowing air into the cockpit for comfort...in a space sim...in outerspace....hey, wtf?
I was wondering the same thing. WTF are fans doing on the front, or anywhere, on a space craft?
Regardless, this is the game I've always wanted. I just wish the Kilrathi could make a guest appearance..maybe as the Rathi-kil? ;-)
I was wondering about the 500k, even when i didn't know about their main page funding thing.It's all very confusing when it comes to their funding. If they make 500,000 does that mean the game is a go-ahead? What if they don't make 2 Million?
I was wondering about the 500k, even when i didn't know about their main page funding thing.
500k is nowhere near enough to make a game of this magnitude, or so i'd think.
Chris Roberts has stated that some of the ships have fans/wings etc because theoretically they are supposed to be capable of atmospheric flight as well as space flight.
"I will admit that the ship doesn't need to have wings or fans on the front, but the idea behind that is for possible atmospheric flight (this is not a promise of planetary action for the early build but allows for expansions in this direction), and as a RAM scoop. Plus it just looks / feels cool!"
They are having private investor funding as a part of their gig, so they'll have a large chunk that way. But yeah, they've done a very poor job of clarification around crowd funding goals and strategy.
UPDATE: October 26th - Stretch goals for Kickstarter. First up is a Class 1 Repair Bot in everyone's garage when we hit $750,000!
I wish I could switch my pledge to the Kickstarter. Their web system sucks. I still have no recognition of the fact that I donated besides the email I received on day 1.
Edit: I finally figured out how to see it. Apparently I made the pledge on August 10th, 1998.